Yesterday I attempted to upgrade an artifact that was a 10% chance, using preservation wards. After 25 tries, I gave up. I'm a statistics major, and can tell you that the odds of not making a 10% chance after 25 tries are 7.1%. Last week, it took me 15 tries to upgrade an item that was a 50% chance. *15* tries. The odds of that (assuming your randomizer is not broken) is .003%! Many people on our guild website have noticed the same phenomenon. I've also decided to start keeping a record of upgrades chances vs observed actual values, and see exactly what current chances are panning out to be. Of the many upgrades I've kept track of so far, very few happen before the statistical expectation. Most happen after, which of course would be good for the company, but would also show that something is not accurate in the randomizer. Anyone else seeing this?
0
Comments
Everyone thinks whatever game they're playing is lying to them and is out to get them.
None of them are right.
It's like if a member of your preferred sex asks for a kiss, then slaps you as you lean in. "Oh, just kidding, you can kiss me"...slap! "Oh, just kidding, you can kiss me"...slap! "Oh, just kidding, you can kiss me"...slap!
Then finally after a getting slapped in the face an undetermined number of times, you finally get the kiss.
It should feel good to progress, but at the end of it you're just left feeling angry and exasperated.
But with no hard caps, you can always find yourself in that long tail, and that's simply the nature of the beast. And when lots of things are random, you'll find yourself in a long tail many many times over the course of your play time. You just might not notice most of them--hence the aforementioned "negativity bias". You're not likely to complain much if for 1000 attacks you've critted 50% of the time when your stat sheet only has you at 35%, and you probably won't even notice if, alternatively, you roll the top 10% on your damage rolls for 1000 attacks in a row. But if you've played regularly for a year or more, you've probably done this at least once. But you're a lot more likely to notice if you're in the bottom 10% for 1000 attacks, or critting only 20% of the time instead of 35%, because you will just suddenly feel like you're inexplicably weak and that's not what you're playing the game for.
35% chance to get 10 failures
20% chance to get 15 failures with 10% success rate.
So I think I have to see 10-15 failures most of the time if the RNG really works.or maybe I am wrong I only took one class about statistics and used it as sleeping chance between classes
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Some more on what is at work on digital dicing:
http://forum.arcgames.com/neverwinter/discussion/comment/4349782/#Comment_4349782 That's are rather funny way to describe it! *giggles*
"But sir you must get slapped alot"
"Yes but i got lots of kisses too"
on topic burned my 25 p.ward reserve on a r8 enchant (20% if i remember correctly ) yesterday.
it would be really cool if every failure rose the success chance by 1% or something in that manner.
zhentarim-warlock-companion
Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
plague-fire-weapon-enchant-r11-vs-r12
zhentarim-warlock-companion
Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
plague-fire-weapon-enchant-r11-vs-r12
I just don't see a better way...
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Fail. Fail. Fail. Slap. Slap. Slap.
See? I'm getting totally irrational right now, but I can't help it.
Slap. Slap. Slap.
Just thinking about pushing that button to upgrade.
Slap!
While I make fun of the out-to-get-me attitude, there is a lot in the game that really does inspire that kind of feeling. Just because something actually works right with a large enough sample size, doesn't mean it doesn't feel horrible when you're on the bad end of the bell curve.
Makes the addition of the Paranoid Delusion oddly meta. And it looks. Just. Like. Us.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
It just doesn't feel good, that's all I'm saying.
Getting to the point where you can upgrade your stuff should be the hard part of the journey. Finally getting to hit that "upgrade" button, watching the screen flash and your shiny new item pop up should be your reward. And it should feel awesome.
But the way the system is set up with all the fails in between you hitting that button, and your shiny upgrade popping up sucks. Even if the random chance is perfectly distributed.
It should feel awesome, but it doesn't. I don't imagine many people like failing simply do to pure chance, but we'll all accept a little bit of that. But when the refinement system slaps you in the face with it over and over and over and over, stacking fail after fail in quick succession until it finally succeeds (again, even under the assumption the random chance is 100% totally fair), it just doesn't feel like winning.
Getting gear upgrades in MMOs should feel like winning.
If you feel like the string of numbers you are generating is repeating against your favor, you should stop and try again later. It's the best advice I can give.
Curlygirl
The periodicity of a Mersenne twister is extremely large for practical purposes, and while it is in principle possible to gain complete predictive capacity over the algorithm from a comparatively small sample of consecutive outputs, it's not really feasible or reliable to get that many consecutive results from a single information gatherer in an online game--there will always be some random HAMSTER "interrupting" your sequence with their own activities.
Second attempt: 10% chance
Third attempt: 10% chance
...and so on
Each and every attempt is independent of the preceding attempts. They exist in a vacuum.
It doesn't really matter 50% or 10%, because you should be ready to spend 10-20 wards anyway. But if you fail more than 20 in row, it means you should stop, period.
Why is that, did some one saw the code doesn't really matter. If their server code happen to run on virtualized headless environment without extra entropy sources, their random is barely "true random". Just like majority.
— (The unwritten rule)